Who else gives any form of constructive criticism on quad? Nobody, just Suicizer.
You just got your 3* back I see, live up to the 3*, Suicizer, if you do have decent feedback that will influence improvements for this map, do post it.
Crying about node deletion is a valid excuse for not providing feedback? If node's aren't meant to be deleted, why is delete option available for non-moderators then?
I suggest make nodes un-deleteable after 1 week of posting to avoid future conflicts.

Boxx, perhaps you should try creating a constructive comment, instead of taking the troll route.

Let me break down 'not accepting feedback'

The majority of quadropolis non-suicizer feedback is 'more x, less x, too much x, why is x here.' That's it. I could care less for feedback like that.

Feedback that suggests rather mass changes that improve the content, this is the feedback I'm looking for. Something like, 'delete that big arch and put a volcano there', or 'one of the buildings is meh detailed, maybe add an x and x to make the wall next to x look better.'. Even 'change the entire theme and atmosphere' of the map, is something I would consider.
This is the type of feedback Suicizer provides, which is useful.
The only small feedback I look for, is like I said, light/geometry/materials errors that need fixed.

Really nice map visually, I love the details. The atmosphere and the terrain is also really nice. The map just lacks a bit of originality overall.

A few things that bug me:

It seems to be right in between a FFA map and a small insta/effic duel map like turbine or complex. It's not quite small enough for insta/effic duels, but it's also way too open for FFA. I personally think you should give more attention to either which way, and head more for that style.

Speaking of the openness, I think it is too open for any mode, at least in the middle. It will only encourage rifle-spamming and not true multi-weapon gameplay. Much like complex or even memento sometimes.

It would be really nice if the big rock with the yellow armour was accessible from that highest platform to the side with just a regular jump, not requiring a trick jump.

The jumppads are just 1 or 2 number values too low for my taste, it sesems like you barely make the jump.

Of course all the above are opinions and you take or leave them. I just think it could use a little tweaking and it would be a great and highly played map. Nice work :)

The skybox feels not matching the atmosphere and the fog feels too dull towards the mountains (this is probably due the contrast of the skybox).

Why have you added the date of when this map seems to be constructed into the map while it could also be added into the .cfg-file instead?

The clipping could still use some work;
It feels too much at certain area, like in the corner next to the date of construction (you bump your head against the clip when being blasted towards that from the upper platform).
The details on the wall right above some weak jumppad (wires, distribution-box the trimming of the doorway itself) could use some clip; you get stuck in it.

A trimming on the edge inside the building with a weak jumppad and teledest feels missing.

I had a sweet comment typed out... 'till my videocard crashed (after serving me for 7 years). I'm rendering on some integrated Intel-chip on the motherboard for about 20fps with no shaders and 640x480 at small maps. No mapping or gaming for me =(.

That's why this one will be narrowed down a lot. Luckily, I made the screenshots before my videocard died (else they would be blurry as hell).

The doorway above that jumppad could use some clipping to prevent getting stuck there.

The clipping doesn't feel right here. Perhaps some skytextured surfaces would do better or just nothing at all since you're a sitting duck any way when being there.

If you look close just above the highest platform on the screenshot, you'll see some clipping material sticking out of the mountain.

The teleport feels very unfinished compared to the rest of the map.

I was talking about this edge which rather feels unfinished...

You may not be able to enter here, but the engine still thinks you can as there is no clipping material.
By clipping it, the performance (at rendering) of the map would be increased.

This side seems pretty decently clipped. There still seems to be sticking out some clipping material above the teleport, but that's a minimal flaw. It would be overkill to actually trying to fix it.